首页
登录
职称英语
The History of Video Games 1. Early versions of video games ■ not for 【
The History of Video Games 1. Early versions of video games ■ not for 【
游客
2023-10-24
78
管理
问题
The History of Video Games
1. Early versions of video games
■ not for 【T1】________ 【T1】_________
■ using 【T2】________ 【T2】_________
2. Development of video games
■ 1962: Spacewar by MIT students
■ 1972: 【T3】_______video games by Atari company 【T3】_________
■ 2006: the first 【T4】_______could capture body movements 【T4】_________
3. Criticisms of video games
■ higher rates of depression, 【T5】_______and stress 【T5】_________
■ linking violence to 【T6】_________ 【T6】_________
4. 【T7】_______of video games 【T7】_________
■ girls behave better
■ girls feel more connected to families
■ girls have 【T8】_________ 【T8】_________
■ video games support 【T9】________ 【T9】_________
■ video games improve 【T10】________ 【T10】_________ [br] 【T7】
The History of Video Games
Video games have evolved over the past fifty years into one of the most popular forms of modern media entertainment. This week on our program, we explore the history of video games and look at some popular releases from the past years.
Early versions of video games were not devices for the average person to play at home. Programmers developed them by using what were then huge university computers.
In nineteen sixty-two, a team of students at the Massachusetts Institute of Technology developed a game called Spacewar! It had a big influence on future games. But it could only be played on a computer at MIT.
Ten years later, in nineteen seventy-two, an engineer named Nolan Bushnell and a programmer, Ted Dabney, started the Atari company in California. Atari produced coin-operated video games.
In two thousand six Nintendo released its first Wii system. The Wii was not like a traditional video game. It was the first wireless system that could capture the movements of the player’s body. This way people could play sports against the game or against another person without ever leaving the house. These days Wii systems could be found in retirement homes and community centers. One of Nintendo’s aims with the Wii was to make video gaming more social and more popular with wider audiences.
But is it healthy to spend so much time playing video games? The Journal of Pediatrics recently published a new study. Researchers studied about three thousand students in Singapore for two years. The study found that children who played video games "obsessively" had higher rates of depression, social fears and stress. Of course, that observation alone does not prove that video games cause mental illness.
Other studies have linked violence in video games to aggressive behavior. In nineteen ninety-three American lawmakers pressured the video game industry to develop a rating system. Since then the industry has rated games based on the age group for which they are considered acceptable.
Video games may have their critics, but other experts see them as offering benefits. The Journal of Adolescent Health just published a new study by researchers at Brigham Young University in Utah.
The researchers said girls who played video games with a parent behaved better, felt more connected to their families and had stronger mental health. Said researcher Laura Padilla-Walker: "We’re guessing it’s a daddy-daughter thing, because not a lot of moms said yes when we asked them if they played video games."
For boys, playing video games with a parent made no noticeable difference in their behavior.
Other studies suggest that video games can be useful in teaching, supporting teamwork and improving hand-eye coordination.
Mobile phones and other devices have created big competition for the handheld video-game industry. People might wonder why they need to buy a device like Sony’s PlayStation Portable or Nintendo’s DS player. Games that can be downloaded to a phone cost a lot less than games for those handheld players.
Sony is working on new handheld game devices. In late January, the company announced its next-generation portable entertainment system. The system does not have a name yet but it will have a touch screen, two cameras and 3G wireless service. The system is expected to be released by the end of the year, offering another example of the continuing evolution of video games.
All right, above is what we want to share about video games, if you find any interesting games, let us know on our comment board.
选项
答案
Benefits
解析
细节题。从前面题criticism及随后出现的信息可以看出此空填批评的反义词,录音中也提到“Video games may have their critics,but other experts see them as offering benefits.”。
转载请注明原文地址:https://www.tihaiku.com/zcyy/3125885.html
相关试题推荐
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
SocialHistoryoftheEastEndofLondon1.lst-4thcenturi
(1)Whendoeshistorybegin?Itistemptingtoreply"Inthebeginning",butl
(1)Whendoeshistorybegin?Itistemptingtoreply"Inthebeginning",butl
SpeechforVisitorstotheMuseum1.Historyofthemuse
SpeechforVisitorstotheMuseum1.Historyofthemuse
随机试题
Theworld’spopulationcontinuestogrow.Therenowareabout4billionofus
(electric)______intheareahasbeencutoffforthreehoursbecauseofthunder
下列哪项不是长管状骨的正常X线表现:A.骨膜 B.骨皮质 C.骨松质 D.
某桥梁工程,设计采用跨径30m的预应力混凝土T形梁,每跨布置8片梁,
某沥青针入度、延度、软化点试验结果如下表所示,请回答以下问题 (5
《中小学幼儿园安全管理办法》中指出:幼儿园应当建立幼儿上下学时接送的( ),不
早产儿,2天,有窒息史。目前患儿哭闹不安伴高声尖叫、呕吐,全身阵发性抽搐。查体:
cAMP发挥对细胞的调节作用是通过激活 A.蛋白激酶AB.蛋白激酶C C.
指针式交流仪表、指针式直流仪表的准确度最低要求为()。 A.0.5级;B.1
某有色金属管的设计压力为0.5MPa,其气压试验的压力应为( )MPa。A.0.
最新回复
(
0
)